- In HeroQuest-RPG_at_yahoogroups.com, "Roderick and Ellen Robertson"
<rjremr_at_s...> wrote:
>
>
>
> I also assume that while
> > Initiates can only use Affinities, that Heroquests and other non-
standard
> > methods can get them access to magic normal worship can't. During
> character
> > creation, this could be represented by including lines in the
narrative
> > like... "And Halgrim learned to breathe in the Bull's Courage,
while on
> > Heroquest against Chaos" (Fearless vs Chaos _at_13), or with the 10
extra
> > abilities using the list method.
>
> Yes. Stuff you keep from a HQ is *yours*, though the priesthood and
god
> might protest its use. It might not even break the concentration
rules if
> properly "stolen"!
>
My interpretation of the rules says "abolutely you keep it!" My take
on the "why" is that essentially the god's war is a zero sum game,
when you win a power or an item, something, somewhere, lost it...but
they still support that power. So you may have won the Bull's
Courage from a storm bull daimone (or spirit), and you now have that
ability, but that daimone still exists and 'powers' your ability.
You aren't worshipping it, and you aren't calling on it, you are
using that ability as naturally as it would.
When part of a quest is that you are gifted with something, I think
it still works the same way, just that some greater power is granting
you an ability from one of its subordinate beings. Also sometimes
the ability you win actually comes from another quester! (ouch for
them!)
In other words, I'd treat these abilities as being like natural magic
in a way, it is just part of you.
Now, that doesn't mean it could never get you into trouble. If you
are a Dara Happan and you gain the ability of rebellious or
independant or free-thinking, or a Challana Arroy healer who gains
the ability of violent temper, well, that can cause problems. Also I
could imagine with combined narrator player agreement having some
issues come up if you gain a substantial new ability that is very
foreign to the hero.
--Bryan